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I forgot datafields
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VMSolidus committed Sep 19, 2024
1 parent e613571 commit 3170c83
Showing 1 changed file with 33 additions and 0 deletions.
33 changes: 33 additions & 0 deletions Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs
Original file line number Diff line number Diff line change
Expand Up @@ -163,168 +163,201 @@ public sealed partial class MeleeWeaponComponent : Component
/// <summary>
/// Controls whether this melee weapon allows for mass to factor into damage.
/// </summary>
[DataField]
public bool DoMassInteraction;

/// <summary>
/// When true, mass provides a disadvantage.
/// </summary>
[DataField]
public bool MassDisadvantage;

/// <summary>
/// When true, mass contests ignore clamp limitations for a melee weapon.
/// </summary>
[DataField]
public bool MassBypassClamp;

/// <summary>
/// Multiplies the acceptable range of outputs provided by mass contests for melee.
/// </summary>
[DataField]
public float MassRangeModifier = 1;

/// <summary>
/// The output of a mass contest is increased by this amount.
/// </summary>
[DataField]
public float MassOffset;

/// <summary>
/// Controls whether this melee weapon allows for stamina to factor into damage.
/// </summary>
[DataField]
public bool DoStaminaInteraction = true;

/// <summary>
/// When true, stamina provides a disadvantage.
/// </summary>
[DataField]
public bool StaminaDisadvantage = true;

/// <summary>
/// When true, stamina contests ignore clamp limitations for a melee weapon.
/// </summary>
[DataField]
public bool StaminaBypassClamp;

/// <summary>
/// Multiplies the acceptable range of outputs provided by mass contests for melee.
/// </summary>
[DataField]
public float StaminaRangeModifier = 2;

/// <summary>
/// The output of a stamina contest is increased by this amount.
/// </summary>
[DataField]
public float StaminaOffset = 0.25f;

/// <summary>
/// Controls whether this melee weapon allows for health to factor into damage.
/// </summary>
[DataField]
public bool DoHealthInteraction = true;

/// <summary>
/// When true, health contests provide a disadvantage.
/// </summary>
[DataField]
public bool HealthDisadvantage;

/// <summary>
/// When true, health contests ignore clamp limitations for a melee weapon.
/// </summary>
[DataField]
public bool HealthBypassClamp;

/// <summary>
/// Multiplies the acceptable range of outputs provided by mass contests for melee.
/// </summary>
[DataField]
public float HealthRangeModifier = 2;

/// <summary>
/// The output of health contests is increased by this amount.
/// </summary>
[DataField]
public float HealthOffset;

/// <summary>
/// Controls whether this melee weapon allows for psychic casting stats to factor into damage.
/// </summary>
[DataField]
public bool DoMindInteraction;

/// <summary>
/// When true, high psychic casting stats provide a disadvantage.
/// </summary>
[DataField]
public bool MindDisadvantage;

/// <summary>
/// When true, mind contests ignore clamp limitations for a melee weapon.
/// </summary>
[DataField]
public bool MindBypassClamp;

/// <summary>
/// Multiplies the acceptable range of outputs provided by mind contests for melee.
/// </summary>
[DataField]
public float MindRangeModifier = 1;

/// <summary>
/// The output of a mind contest is increased by this amount.
/// </summary>
[DataField]
public float MindOffset;

/// <summary>
/// Controls whether this melee weapon allows mood to factor into damage.
/// </summary>
[DataField]
public bool DoMoodInteraction;

/// <summary>
/// When true, mood provides a disadvantage.
/// </summary>
[DataField]
public bool MoodDisadvantage;

/// <summary>
/// When true, mood contests ignore clamp limitations for a melee weapon.
/// </summary>
[DataField]
public bool MoodBypassClamp;

/// <summary>
/// Multiplies the acceptable range of outputs provided by mood contests for melee.
/// </summary>
[DataField]
public float MoodRangeModifier = 1;

/// <summary>
/// The output of mood contests is increased by this amount.
/// </summary>
[DataField]
public float MoodOffset;

/// <summary>
/// Enables the EveryContest interaction for a melee weapon.
/// IF YOU PUT THIS ON ANY WEAPON OTHER THAN AN ADMEME, I WILL COME TO YOUR HOUSE AND SEND YOU TO MEET YOUR CREATOR WHEN THE PLAYERS COMPLAIN.
/// </summary>
[DataField]
public bool DoEveryInteraction;

/// <summary>
/// When true, EveryContest provides a disadvantage.
/// </summary>
[DataField]
public bool EveryDisadvantage;

/// <summary>
/// How much Mass is considered for an EveryContest.
/// </summary>
[DataField]
public float EveryMassWeight = 1;

/// <summary>
/// How much Stamina is considered for an EveryContest.
/// </summary>
[DataField]
public float EveryStaminaWeight = 1;

/// <summary>
/// How much Health is considered for an EveryContest.
/// </summary>
[DataField]
public float EveryHealthWeight = 1;

/// <summary>
/// How much psychic casting stats are considered for an EveryContest.
/// </summary>
[DataField]
public float EveryMindWeight = 1;

/// <summary>
/// How much mood is considered for an EveryContest.
/// </summary>
[DataField]
public float EveryMoodWeight = 1;

/// <summary>
/// When true, the EveryContest sums the results of all contests rather than multiplying them,
/// probably giving you a very, very, very large multiplier...
/// </summary>
[DataField]
public bool EveryInteractionSumOrMultiply;

#endregion
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